Sins of a Solar Empire Units/Structures/Research Reference Guide version 0.95
This document is Copyrighted 2008 to Culver Redd.
========================
Table of Contents [ToC]
========================
0. Version History [000]
I. Introduction [001]
II. Structures [002]
a.Logistics [002l]
b.Tactical [002t]
III. Units [003]
a.Strike Craft [003s]
b.Neutral Ships [003n]
c.TES [003t]
i.Frigates [003tf]
ii.Cruisers [003tc]
iii.Capital Ships [003ts]
d.Advent [003a]
i.Frigates [003af]
ii.Cruisers [003ac]
iii.Capital Ships [003as]
e.Vasari [003v]
i.Frigates [003vf]
ii.Cruisers [003vc]
iii.Capital Ships [003vs]
IV. Research [004]
a.Planetary Development [004p]
b.TES [004t]
i.military [004tm]
ii.civics [004tc]
c.Advent [004a]
i.hostility [004am]
ii.harmony [004ac]
d.Vasari [004v]
i.weapons [004vm]
ii.empire [004vc]
e.Fleet Logistics [004f]
i.capital ships [004fcs]
ii.fleet [004ff]
V. Discoverables [005]
a.Artifacts [005a]
b.Bonuses [005b]
VI. Acheivements [006]
VII. Legalese [007]
VIII. Contact Info [008]
=========================
0. Version History [000]
=========================
0.9: Initial release
0.95: Updated Space Ponies achievement, added most (hopefully) of the bonuses
and some of the artifacts. Updated missing research info (mostly Vasari) and
improved Superweapon description and advice.
===============
I. Intro [001]
===============
When I first started playing Sins of a Solar Empire, I felt completely
overwhelmed with information. The tutorials taught me the controls, but they
didn't help me learn how to play. Therefore, in the interest of helping out the
next generation of players, I have compiled this reference guide of all of the
various ships, buildings, technologies, etc. that you need to know before you
can play the game effectively. I will, however assume that you are actually
playing SoaSE, and know the basic terminology. Also, this is only the second
FAQ I have ever written, so if there are some problems, please cut me some
slack. If you feel that there is a major problem, contact me and I'll fix it
in an update.
One note on terminology: when I say "planet", I am referring to any colonizable
object, not simply a planet in the traditional sense.
=====================
II. Structures [002]
=====================
In the interest of saving space, and because the functions are mostly
equivalent between the factions, I have not divided this section by race, only
by type. This section will give a basic overview of each structure's stats and
functions.
The generic entry will look something like this:
TEC Name/Advent Name/Vasari Name
Cost:Credits,Metal,Crystal
HP:####
Armor:##
Slots Occupied (Logistics or Tactical):##
Damage/Antimatter (if applicable):###
Prerequisites (if any):
Function:
--------------------
a. Logistics [002l]
--------------------
Metal Extractor/Metal Extractor/Metal Extractor
Cost:250,0,0
HP:2500
Armor:4
Slots Occupied:0
Function: This structure mines metal from metal-containing asteroids. An
absolute must for any empire. This should be the second structure (crystal is
more important) you create in a new colony.
Crystal Extractor/Crystal Extractor/Crystal Extractor
Cost:250,0,0
HP:2500
Armor:4
Slots Occupied:0
Function: This structure mines crystal from crystal-bearing asteroids. An
absolute must for any empire. This should be the first structure you create in
a new colony.
Frigate Factory/Frigate Factory/Frigate Factory
Cost:600,80,80
HP:4000
Armor:6
Slots Occupied:4
Function: True to its name, this structure builds frigates. When you unlock
them, this structure also builds cruisers. You start with one of these on your
home planet.
Capital Ship Factory/Capital Ship Factory/Capital Ship Factory
Cost:1000,250,100
HP:4500
Armor:6
Slots Occupied:4
Function: As you may have guessed, this structure builds capital ships. The
first CS is free, so I would recommend building one of these right away.
Military Lab/Temple of Hostility/Lirtestra Weapons Lab
Cost:750,60,80
HP:4500
Armor:6
Slots Occupied:4
Function: Allows you to research items in the military tech tree. The more you
have, the more advanced research you can undertake.
Civics Lab/Temple of Harmony/Viturska Imperial Lab
Cost:750,60,80
HP:4500
Armor:6
Slots Occupied:4
Function: Allows you to research items in the civilian tech tree. The more you
have, the more advanced research you can undertake.
Trade Port/Trade Port/Trade Port
Cost:750,100,125
HP:4500
Armor:5
Slots Occupied:4
Prerequisites: 1 point in Orbital Commerce, Interplanetary Trade, or Offworld
Exports
Function: This structure generates trade ships that will travel between your
other trade ports and generate credit income. You must have at least two to
start a trade route.
Orbital Refinery/(N/A)/Matter Processor
Cost:1500,125,175
HP:6500
Armor:5
Slots Occupied:4
Prerequisites: 1 point in Orbital Refinement or Orbital Processing
Function: This structure generates refinery ships that will collect crystal and
metal from asteroids around neighboring planets and generate metal and crystal
income.
Broadcast Center/Temple of Communion/Media Hub
Cost:900,100,150
HP:4500
Armor:6
Slots Occupied:4
Prerequisites: 1 point in Interstellar Networks, Unity Indoctrination, or
Compelling Propaganda.
Function: This structure spreads your empire's culture to neighboring systems,
increasing allegiance to your empire, or decreasing allegiance to other
factions. This gain or loss in allegiance will be accompanied by a proportional
increase or decrease in planetary productivity. Another nice side effect is if
the allegiance of a planet drops to zero, the planet will rebel and become
neutral, allowing you to capture it.
------------------
b. Tactical [002t]
------------------
Gauss Defense Platform/Beam Defense Platform/Missile Platform
Cost:250,75,35
HP:3000
Armor:12
Slots Occupied:1
Damage:20
Function: This structure acts as static defense against enemy invaders. It is
not invulnerable, though, and cannot easily track fast moving targets like
scouts. I would recommend using these only as a last resort, if your defense
fleets are overwhelmed.
Hangar Defense/Hangar Defense/Hangar Defense
Cost:700,120,70
HP:4000
Armor:8
Slots Occupied:4
Antimatter:250
Prerequisites: 1 point in Hangar Defense
Function: This structure will house two squadrons of strike craft to assist
your fleets in defense.
Repair Platform/Repair Platform/Regeneration Bay
Cost:400,100,75
HP:3500
Armor:6
Slots Occupied:2
Antimatter:300
Prerequisites: 1 point in Repair Platform or Regeneration Bay
Function: This structure uses antimatter to (comparatively) quickly repair
friendly vessels.
Phase Jump Inhibitor/Phase Jump Inhibitor/Phase Jump Inhibitor
Cost:750,80,125
HP:2400
Armor:6
Slots Occupied:4
Prerequisites: 1 pointin Phase Jump Disruption
Function: This structure increases the time it takes for enemy vessels to phase
jump when retreating from your planet.
Shield Generator/(N/A)/(N/A)
Cost:1000,150,175
HP:4000
Armor:6
Slots Occupied:3
Antimatter:300
Prerequisites: 1 point in Planetary Shields
Function: This TEC exclusive structure shields the planet that it orbits from
bombardment.
(N/A)/Antimatter Recharge/(N/A)
Cost:1000,150,175
HP:4000
Armor:6
Slots Occupied:3
Antimatter:300
Prerequisites: 1 point in Antimatter Projection
Function: This Advent exclusive structure recharges the antimatter reserves of
friendly capital ships.
(N/A)/(N/A)/Nano Weapon Jammer
Cost:1000,150,175
HP:4000
Armor:6
Slots Occupied:3
Antimatter:300
Prerequisites: 1 point in Power Draining Nanites
Function: This Vasari exclusive structure uses nanomachines to increase the
cooldown time of enemy weapons.
(N/A)/(N/A)/Phase Stabilizer
Cost:1500,200,300
HP:4000
Armor:6
Slots Occupied:10
Antimatter:300
Prerequisites: 1 point in Phase Tunneling
Function: This Vasari exclusive structure allows ships to travel directly
between two Phase Stabilizer structures, effectively creating a new phase lane.
Novalith Cannon/Deliverance Engine/Kostura Cannon
Cost:8000,600,500
HP:4000
Armor:5
Slots Occupied:18
Antimatter:300
Prerequisites: 1 point in Novalith Prototype, Deliverance Design, or Kostura
Prototype
Function: This structure is the "superweapon" of each of the races. Each of
these structures launches some ability directly across space to strike the
enemy. The TEC variety fires a huge slug at an enemy planet for massive
planetary damage. The Advent variety provokes a massive increase in friendly
culture at the target planet, reducing enemy productivity and hopefully
sparking a revolution. The Vasari variety acts much like the Novalith Cannon,
except it sends an less powerful energy shockwave to deal ship and structural
damage. Though powerful, these structures are not by themselves game winners.
=================
III. Units [003]
=================
Here I will discuss the various ships that the three factions can build, what
they can do, and some basic strategies for their use. Please note that the
stats I give are base values and most of them can be upgraded in the military
tech tree.
The general layout for an unit entry will be as follows:
Name
Credits,Metal,Crystal
HP/Shields/Antimatter
Armor:#
Average Damage:## (Type of Weapon)
Supply Used:##
Strengths against (if any): Ship type
Research Required (if any):
Ability Upgrades (if any):
Abilities (if any):
Name
Antimatter cost/cooldown time (s)/range/duration (s)
effects
Strategy:
-----------------------
a. Strike Craft [003s]
-----------------------
Strike craft are the tiny fighters that are housed within Hangar Defenses and
capital ships. They come in two varieties:
Fighters
Free
60/0/0
Armor:1
Damage:2 (Autocannon)
Supply:0
comes in squadrons of 6
Strategy: These little ships don't do a whole lot except annoy the enemy, but
sometimes that can be enough. If you don't anticipate going up against heavy
resistance, build these.
Bombers
Free
100/0/0
Armor:2
Damage:3 (Missile)
Supply:0
comes in squadrons of 5
Strategy: Bombers are much more well-rounded. They can deal decent damage to
all but the fastest vessels, and are much more efficient at whittling away at
capital ships and structures.
------------------------
b. Neutral Ships [003n]
------------------------
Neutral Ships are those that are not geared toward military operations. These
include:
LEV Constructor Frigate/Assemby Drone/Junra Fabricator
Free
850/0/0
No armor or weapons
Supply:0
Strategy: These things build your structures. Protect them at all costs.
Trade Ship
Free
600/0/0
No armor or weapons
Supply:0
Strategy: These travel between Trade Ports and improve your credit income.
Refinery Ship
Free
600/0/0
No armor or weapons
Supply:0
Strategy: These travel between extractors and refineries, improving your metal
and crystal income.
--------------
c. TEC [003t]
--------------
The TEC is the least specialized of the factions, with units mostly geared
toward fighting and the improvement of fighting abilities. Due to the
reasonable prices of TEC ships and the high defensive capability of some of the
cruisers and capital ships, this faction is the most adept of the three
at turtling.
___________________
i.Frigates [003tf]
___________________
Arcova Scout Frigate
200,0,0
450/175/0
Armor:1
Damage:3 (Laser)
Supply:2
Upgrades:Timed Explosives, Failsafe Jump Plotting
Abilities:
Explore
0/0/0/0
The scout will automatically jump to another planet when it has finished a move
order
Probe
0/120/18000/600
The target planet and surrounding areas will remain visible even if no allied
ships are nearby.
Timed Explosives
0/900/200/15
Time bomb is placed on targeted structure that will deal 1200 damage and impair
damage reduction by 50%.
Infallible Jump Drive
passive
Renders the Arcova immune to the effects of Phase Jump Inhibitors.
Strategy: These ships are a must for early game expansion. The explore ability
allows them to map the system without your constant attentions. They have very
little combat worth, though.
Cobalt Light Frigate
300,55,0
600/350/200
Armor:2
Damage:10 (Laser)
Supply:5
Strong vs:frigates, carriers or utility cruisers
Upgrades:Sabotage Reactor
Abilities:
Sabotage Reactor
25/3/5000/10
Targeted ship or structure will take 100 damage and will be unable to use
abilities. Target must have an antimatter pool.
Strategy: Cobalts are the base frigate of the TEC military. They can hold their
own against smaller ships if they are not outnumbered, but they will be
steamrolled by anything larger. These ships tend to be useful for clearing
asteroids of their natives, and as escorts for cruisers and capital ships.
Javelis LRM Frigate
250,40,20
500/280/0
Armor:1
Damage:11 (Missile)
Supply:4
Strong vs:light frigates
Research:Javelis Prototype
Upgrades:Cluster Warheads
Abilities:
Cluster Warheads
0/60/1200/10
Grants 10 points of splash damage to the Javelis' missiles.
Strategy: LRM's can be very useful for long-range escorts, and excel at killing
off smaller ships. They are also quite reasonably priced. They are not
well-armored, though, so try to keep them away from dogfights.
Krosov Siege Frigate
520,70,60
560/280/0
Armor:2
Damage:6 (Laser), 20 (Bomb)
Supply:12
Research:Krosov Prototype
Upgrades:Heavy Fallout
Abilities:
Heavy Fallout
0/0/0/360
Impairs population growth on a planet by 30%.
Strategy: Even though Krosovs are the most expensive frigate in the TEC fleet,
the price is worth paying, since these are the only non-capital ships that can
bombard planets. Make sure to guard them, since they are ineffective in
ship-to-ship combat. If you are going to use heavy fallout, keep in mind that
if you should capture the planet, you will be hurting your own growth.
Garda Flak Frigate
375,40,25
900/450/0
Armor:4
Damage:19 (Autocannon)
Supply:4
Strong vs:strike craft
Research:Garda Prototype
Strategy: Flak Frigates are the mainstay of the frigate corps. They can tear
strike craft to shreds, and inflict respectable damage against other frigates
for a supply cost that is less than its inferior Cobalt cousin. Their only
downside is their lack of special abilities.
Protov Colony Frigate
450,100,50
1150/125/225
Armor:0
Damage:4 (Autocannon)
Supply:6
Abilities:
Colonize
90/120/5000/0
Claims a planet in the name of your empire.
Crew Extractor
40/60/1000/0
Captures a neutral extractor for your use.
Strategy: Simply put, these frigates are invaluable. They are the only craft
other than the Akkan Battlecruiser that is capable of colonizing a new planet,
and they are the only ships capable of crewing extractors in asteroid belts and
other uncolonizable areas. However, they have no armor and are nigh useless in
combat, so only send them in after a planet has been cleared.
____________________
ii.Cruisers [003tc]
____________________
Percheron Light Carrier
475,100,90
900/300/200
Armor:2
Damage:0
Supply:8
Research:Percheron Prototype
supports 1 squadron of strike craft
Strategy: While Percherons have no direct attack mechanisms, they can support
strike craft to assist in battle. This cruiser is not very durable, though, so
be sure to keep it back from the front lines.
Hoshiko Robotics Cruiser
350,30,50
775/325/350
Armor:3
Damage:4 (Laser)
Supply:4
Research:Hoshiko Prototype
Upgrades:Demolition Bots
Abilities:
Repair Drones
50/3/3000/15
Repairs the hulls of nearby ships and structures at 20 points/s.
Demolition Bots
75/3/3000/60
Inflicts 25 damage to the targeted frigate, increases their weapon cooldown by
75%, and decreases their speed and acceleration by 200%.
Strategy: These units are a must-have in any large battle. They will keep the
ships around them healthy and cripple enemy frigates at the same time. Make
sure to keep them right behind the front line to maximize both utility and
survivability.
Cielo Command Cruiser
425,25,60
850/250/350
Armor:1
Damage:4 (Laser)
Supply:6
Research:Cielo Prototype
Upgrades:Designate Target
Abilities:
Embolden
50/2/4000/60
emboldens the crew of the targeted ship, decreasing their weapon cooldown by
10% and regenerating 2.5 shield points/s.
Designate Target
100/45/9000/60
The designated enemy ship or structure loses 25% of its damage reduction.
Strategy: Another ship that supports from the rear, the Cielo can use its
special abilities to swing the course of the battle away from the enemy, by
making its allies more durable and its enemies easier to hit.
Kodiak Heavy Cruiser
500,100,70
1050/600/0
Armor:5
Damage:18 (Autocannon)
Supply:10
Strong vs:everything
Research:Kodiak Prototype
Upgrades:Intercept
Abilities:
Intercept
0/60/0/8
Increases the Kodiak's speed by 200% and acceleration by 800% to close quickly
with enemy forces.
Strategy: This mini-capital ship is well worth its fairly high cost. By itself
it can tear through smaller frigates, and in groups it can make even capital
ships sweat. Extremely useful for system clearing, support cruiser escorts, and
front line defense.
__________________________
iii.Capital Ships [003ts]
__________________________
Kol Battleship
3000,400,250
3000/1250/225
Armor:5
Damage:9 (Beam), 34 (Autocannon), 8 (Laser), 43 (Bomb)
Supply:50
Abilities:
Gauss Railgun
75/6/5000/0
Deals 300 damage to the target.
Flak Burst
100/12/2400/0
Deals 30 damage to all strike squadrons in the immediate area.
Adaptive Forcefield
40/45/0/20
Increases the Kol's damage reduction by 15% and increases its chance of
blocking a missile by 75%.
Finest Hour (must be level 6)
150/180/1000/60
Causes all ships in the area to regenerate 5 antimatter/s, 10 HP/s, decreases
their weapon cooldown by 20%, and grants 60 splash damage to their weapons.
Strategy: The Kol is, simply put, a flying fortress. It can hold its own
against huge masses of frigates, and can use the Finest Hour ability to
completely turn a battle on its head. This ship should be the mainstay of any
large-scale attack force.
Sova Carrier
3000,400,250
2850/1075/270
Armor:4
Damage:3 (fore Laser), 30 (side and aft Lasers),37 (Bomb)
Supply:50
supports 2 squadrons of strike craft
Abilities:
Missile Battery
125/50/0/60
Deploys a missile platform structure to aid in attack or defense.
Embargo
85/120/0/120
Increases the build time of enemy ships and structures by 30%, steals income
from enemy planets, and disables the phase jump drives of trade ships.
Heavy Fighters
passive
Increases the damage dealt by the Sova's squadrons by 10% and increases their
armor by 1.
Rapid Manufacturing (must be level 6)
120/120/0/45
Decreases the build time of friendly ships and structures by 30%, and allows
the Sova to instantly manufacture squadrons of strike craft.
Strategy: The Sova carrier is a valuable asset to any commander who would
defeat his enemies on the economic, rather than military battlefield. The
squadrons it stores greatly aid any defense fleet, and the Sova can induce a
huge boost in production for you, or make a quick raid into enemy territory to
make their production drop like a stone.
Akkan Battlecruiser
3000,400,250
3150/1000/260
Armor:3
Damage:14 (fore Lasers), 11 (Autocannon), 25 (side and aft Lasers), 40 (Bomb)
Supply:50
supports 1 squadron of strike craft
Abilities:
Colonize
90/120/5000/0
Claims a planet in the name of your empire.
Ion Bolt
85/10/7000/3
Renders the target unable to move, attack, use abilities, regenerate passively,
or construct (if the target is a building or construction frigate).
Targeting Uplink
passive, 8000 range
All nearby ships gain a 6% range increase and a 5% hit chance boost.
Armistice (must be level 6)
150/180/12000/60
The Akkan is rendered invulnerable, and the abilities and weapons of nearby
enemy ships are disabled.
Strategy: The Akkan makes for an excellent starting capital ship. It can act as
a heavily fortified colony ship, and can use its abilities to improve its
escorts and take down defenses to punch through and conquer a system.
Dunov Battlecruiser
3000,400,250
2800/1125/280
Armor:4
Damage:6 (Autocannon), 34 (Laser), 6 (Missile), 43 (Bomb)
Supply:50
supports 1 squadron of strike craft
Abilities:
Shield Restoration
90/16/6000/0
The target instantly regenerates 350 shield points.
EMP Charge
100/50/4500/150
The target loses 50 antimatter.
Magnetize
80/15/5000/10
The target cannot use abilities, and any nearby strike craft will be
magnetically attracted to the target and, time permitting, collide with it.
Flux Field (must be level 6)
125/180/4000/60
Nearby enemies will suffer a 300% increase in the antimatter cost for ability
use.
Strategy: The Dunov makes an excellent support craft, capable of disabling the
powerful abilities sported by cruisers and capital ships, and heal its own.
With the backup provided by this ship, the most powerful and expensive ships
will become the most vulnerable.
Marza Dreadnought
3000,400,250
2875/1150/235
Armor:4
Damage:28 (Missile), 14 (Laser), 12 (Autocannon), 57 (Bomb)
Supply:50
Abilities:
Radiation Bomb
85/12/6000/5
Deals 125 instant damage to the target, and then 7 damage/s to the target and
all nearby ships.
Raze Planet
90/40/5000/0
Deals 80 damage to a planet, and kills off 10 population.
Incendiary Shells
passive, 15s duration
Adds 3 damage/s to all of the Marza's weapons.
Missile Barrage (must be level 6)
150/240/10000/0
Launches a huge flight of missiles to deal 150 damage to all enemies in the
area.
Strategy: If the Kol Battleship is a flying fortress, then the Marza
Dreadnought is the mobile artillery. It can deal devastating amounts of damage
from afar, although it requires an escort to support it in close combat. Paired
with a Dunov, this spacecraft will render the surrounding fleet unstoppable.
-----------------
d. Advent [003a]
-----------------
Because of their psychic nature, the Advent are adept at improving the combat
effectiveness of their ships while reducing that of the enemy's. They are also
skilled at turning the strengths of their enemies into weaknesses. However,
Advent ships are not able to withstand as much punishment as those of the other
two races, and most of their cruisers and capital ships deal less direct weapon
damage.
___________________
i.Frigates [003af]
___________________
Seeker Vessel
200,0,0
400/425/0
Armor:2
Damage:3 (Laser)
Supply:2
Upgrades:Unfettered Phase Jumps, Martyrdom
Abilities:
Explore
0/0/0/0
The Seeker will automatically jump to another planet after completing a move
order.
Infallible Jump Drive
passive
The Seeker is immune to the effects of Phase Jump Inhibitors.
Martyrdom
0/0/200/0
The seeker self destructs, dealing 200 damage to all enemies within range.
Strategy: The Seeker was designed for scouting missions, and that is the way it
should be used. If you send two out into the field at the start of a game, the
entire map will be explored within the first half hour. Also, the Martyrdom
ability works extremely well as a last resort or coup de grace.
Disciple Vessel
250,40,0
400/425/200
Armor:2
Damage:8 (Laser)
Supply:4
Strong vs:all frigates, and support/carrier cruisers
Upgrades:Steal Antimatter
Abilities:
Steal Antimatter
0/10/3000/0
Steals 25 antimatter from the target ship.
Transfer Antimatter
100/30/5000/10
Restores the target's antimatter at 5 points.
Strategy: These are the basic attackers in the Advent military. They are good
for scouting and for light escorts, but not much else.
Illuminator Vessel
350,50,40
500/500/0
Armor:2
Damage:16 (Beam)
Supply:6
Strong vs:light frigates
Research:Illuminator Design
Upgrades:Deceptive Illusion
Abilities:
Deceptive Illusion
0/180/0/120
Disables the Illuminator's abilities, but generates a fake to draw fire.
Strategy: This frigate makes an excellent protector for weaker ships. It can
tear apart lighter frigates, and, unlike many other RTS counterparts, the ship
generated by Deceptive Illusion can withstand prolonged fire.
Purge Vessel
530,80,60
480/375/0
Armor:3
Damage:6 (Plasma), 20 (Bomb)
Supply:12
Research:Purge Vessel Design
Strategy: This vessel is the only non-capital ship in the Advent fleet that is
capable of bombing a planet, so use these liberally. However, make sure to
send a group of Illuminators with them for protection.
Defense Vessel
350,40,20
650/620/0
Armor:3
Damage:22 (Laser)
Supply:3
Strong vs:strike craft
Research:Defense Vessel Design
Strategy: These frigates are quite valuable. In addition to sporting a cheap
price tag and a decent hull and shield, the Defense Vessel has enough lasers to
annihilate enemy strike craft and frigates.
____________________
ii.Cruisers [003ac]
____________________
Aeria Drone Host
450,100,50
1150/125/225
Armor:0
Supply:8
Research:Drone Host Design
supports 1 squadron of strike craft
Strategy: These ships were made for support from a distance. The Aeria has no
weapons of its own, but it supports strike craft that will do its dirty work
extremely well.
Iconus Guardian
525,110,120
675/1500/350
Armor:2
Damage:4 (Laser)
Supply:7
Research:Guardian Design
Upgrades:Repulsion
Abilities:
Shield Projection
100/20/5000/30
The Iconus extends its own shields to take 33% of the damage intended for its
comrades.
Repulsion
0/0/7500/0
Psychically pushes away nearby vessels, reducing their speed and acceleration
by 1000%. Requires 6 antimatter/s to maintain.
Strategy: This ship excels at defending its brethren. It is able to extend its
not insubstantial shield to other vessels for increased protection, and can
drive away enemies with pure psychic power. If you want to keep some purge
vessels or missionaries alive, this is the ship to use.
Domina Subjugator
400,80,80
550/300/350
Armor:3
Damage:4 (Laser)
Supply:4
Research:Subjugator Design
Upgrades:Perseverance
Abilities:
Suppression
100/40/6000/40
Renders the target ship unable to use weapons or abilities, phase jump, or
construct structures.
Perseverance
150/60/5000/40
Repairs the targeted ship or structure at 25 hull/s.
Strategy: The Domina is best used in conjunction with frigates and capital
ships, rendering the most powerful enemies harmless to and healing its allies
to help your fleet win the day.
Destra Crusader
525,100,90
775/825/0
Armor:4
Damage:19 (Plasma)
Supply:10
Strong vs:everything
Research:Crusader Design
Upgrades:Ruthlessness
Abilities:
Ruthlessness
passive, 3500 range
All enemy ships and structures take 1.5 damage/s.
Strategy: Though expensive, this ship is capable of providing a solid backbone
to large-scale offensives, with effective weaponry and an ability to pile on
even more damage.
__________________________
iii.Capital Ships [003as]
__________________________
Radiance Battlecruiser
3000,400,250
2200/1750/240
Armor:4
Damage:15 (Beam), 10 (Plasma), 26 (Laser), 43 (Bomb)
Supply:50
Abilities:
Detonate Antimatter
60/20/4500/20
Instantly deals 12 damage and a further 16.7 damage/s, also rendering
antimatter-based abilities useless.
Animosity
65/35/3000/20
Enemy ships within shift their attacks to the battleship.
Energy Absorption
passive
Converts 5% of energy-based damage to antimatter, adds 1 armor.
Cleansing Brilliance (must be level 6)
150/75/8000/8
Deals 250 damage to all enemies in range.
Strategy: The presence of this ship can lend considerable effectiveness to any
fleet. When on the attack, the Radiance can soak up a lot of damage, while
incurring massive amounts in return. On defense, this vessel can shift the
assailants' attention away from important or vulnerable ships and structures.
Revelation Battlecruiser
3000,400,250
2075/1500/235
Armor:4
Damage:29 (Plasma), 18 (Laser), 50 (Bomb)
Supply:50
supports 1 squadron of strike craft
Abilities:
Reverie
75/15/8000/20
Completely disables the target. However, those affected may awaken if
they take too much damage.
Guidance
75/20/6000/15
Reduces the target's ability cooldown by 40%.
Clairvoyance
80/20/0/50
View any planet of your choice.
Provoke Hysteria (must be level 6)
150/180/5000/40
Deals 1% damage to planet health and population per second.
Strategy: This craft excels in an assault force. It can scout the soon-to-be
decimated planet, punch a hole in defenses, heavily reduce the planet's
productivity and health, and maximize the effectiveness of their fellows.
Progenitor Mothership
3000,400,250
2350/1450/265
Armor:3
Damage:30 (Plasma), 18 (Laser), 40 (Bomb)
Supply:50
supports 1 squadron of strike craft
Abilities:
Colonize
90/120/5000/360
Colonizes a planet, and reduces development and build costs by 20%.
Malice
90/20/8000/20
Deals 8% damage to all enemies within range if only one is attacked.
Shield Regeneration
100/20/3000/8
The target regenerates 37.5 shields/s.
Resurrection (must be level 6)
100/120/5000/0
If you have lost a high-level capital ship, this will resurrect the
dead crew on the target capital ship, boosting its level to that of the
deceased.
Strategy: This ship plays an excellent defensive role. It can use Malice to
defend a large swath of space, and Shield Regeneration to keep its comrades
alive. If you should lose a valuable capital ship, it can be replaced quickly
and efficiently. Also, if the enemy should break through your defenses for long
enough to destroy the infrastructure on your planet, the Progenitor can quickly
and easily reclaim it.
Halcyon Carrier
3000,400,250
2075/1600/270
Armor:3
Damage:20 (Beam), 14 (Laser), 37 (Bomb)
Supply:50
supports 2 squadrons of strike craft
Abilities:
Telekinetic Push
90/10/4200/15
Pushes away nearby enemy strike craft, dealing 20 damage to them and reducing
their speed and acceleration by 25%.
Adept Drone Anima
Each of the Halcyon's strike squadrons gains an extra ship.
Amplify Energy Aura
passive, 8000 range
Reduces the cooldown time of your allies' energy weapons by 8%.
Anima Tempest (must be level 6)
150/180/0/0
Spawns a huge group of strike squadrons to overwhelm your enemies.
Strategy: Much like the Radiance, the Halcyon is equally adept in assault and
defense roles. On the attack, it can use its abilities to overwhelm the enemy.
On defense, its presence can substantially fortify a planet.
Rapture Battlecruiser
3000,400,250
2100/1625/280
Armor:4
Damage:11 (Laser), 9 (Beam), 20 (Plasma), 43 (Bomb)
Supply:50
supports 1 squadron of strike craft
Abilities:
Vertigo
75/20/4500/25
Increases the targeted frigate or strike craft's weapon cooldown and decreases
the chance of hit by 10%.
Vengeance
75/30/6000/0
When attacked by the targeted ship or structure, the Rapture will deal 40% of
that damage back to the target.
Concentration Aura
passive, 8000 range
Increases the damage of all nearby strike craft by 10%.
Domination (must be level 6)
150/90/6000/0
Permanently converts the targeted frigate to your empire.
Strategy: The Rapture is capable of playing a very useful supporting role in
any fleet. Its abilities can turn the tide of a seemingly unwinnable battle in
your favor. Domination, especially, can prove very powerful if used wisely,
even though only frigates can be turned.
-----------------
e. Vasari [003v]
-----------------
The Vasari play much like the Protoss in Starcraft. They have steep initial
costs, but the weaponry and durability of their ships allows that investment to
have a huge payoff. Due to their years of running from their unknown killers,
the Vasari have a more complete knowledge of phase space than the other races,
which manifests itself in some of their ships' abilities.
___________________
i.Frigates [003vf]
___________________
Jikara Navigator
225,20,0
425/225/300
Armor:1
Damage:4 (Pulse Gun)
Supply:3
Upgrades:Jump Inhibition Immunity
Abilities:
Explore
passive
The Jikara will automatically jump to another planet after finishing move
orders.
Capture Extractor
60/60/1000/0
Captures a neutral extractor.
Infallible Jump Drive
passive
The Jikara is immune to the effects of Phase Jump Inhibitors.
Strategy: The use of this ship is extremely important in the early game. Use it
to explore the galaxy with speed and efficiency.
Ravastra Skirmisher
420,70,0
700/440/0
Armor:3
Damage:10 (Pulse Gun)
Supply:7
Strong vs:frigates and support-type cruisers
Upgrades:Reintegration, Interference
Abilities:
Reintegration
0/75/0/40
The Ravastra shuts down its engines and weapons in order to heal 8 hull points
per second.
Interference
0/8/5000/30
The target's ability cooldown and antimatter cost are doubled.
Strategy: This ship is more expensive, but much stronger than its human
counterparts. In addition to performing as a capable escort, this ship is
quite effective at clearing systems for colonization.
Kanrak Assailant
360,55,35
600/340/0
Armor:2
Damage:13 (Phase Missiles)
Supply:6
Strong vs:light frigates
Research:Assailant Prototype
Upgrades:Discharging Missiles
Abilities:
Discharging Missiles
0/5/1500/2
The Kanrak cannot move, and has a 300% decreased turn rate, but gets a 25%
increase in range and 15 splash damage.
Strategy: The Kanrak is a valuable defensive ship. With its ability, it can
transform into a powerful static defense platform, and its missiles have
excellent range.
Karrastra Destructor
525,80,60
520/320/0
Armor:2
Damage:6 (Wave), 23 (Bomb)
Supply:12
Research:Destructor Prototype
Strategy: These are the planet killers for the Vasari. Protect them well, for
they are not as well-armored as the rest of their brethren, and have only weak
weapons for defense.
Junsurak Sentinel
400,50,30
875/550/0
Armor:3
Damage:20 (Phase Missiles)
Supply:5
Strong vs:strike craft
Research:Sentinel Prototype
Upgrades:Discharging Missiles
Abilities:
Discharging Missiles
0/5/750/1
The Junsurak cannot move or turn, but gains a 25% range bonus and 12 splash
damage.
Strategy: Junsuraks are quite valuable as carrier defense or on the attack.
They can use their ability to turn into a strike craft shredder, or support
an attack run.
Jarun Migrator
425,140,50
1000/225/225
Armor:0
Damage:5 (Pulse Gun)
Supply:6
Abilities:
Colonize
90/120/5000/0
Colonizes the targeted planet.
Strategy: The Jarun is the only way for an early player without a Jarrasul
capital ship to colonize planets. Hence, it is very valuable, and your enemies
will prioritize its destruction. Protect it well, for it has no armor and very
little defensive capability.
____________________
ii.Cruisers [003vc]
____________________
Lasurak Transporter
490,110,95
600/300/350
Armor:3
Damage:4 (Pulse Gun)
Supply:8
Research:Transporter Prototype
supports 1 squadron of strike craft
Strategy: The Lasurak is an excellent support craft. It is able to quickly
bring a squadron of strike craft to bear for a (comparatively) low price.
Stilakus Subverter
400,80,80
600/300/350
Armor:3
Damage:4 (Pulse Gun)
Supply:5
Research:Subverter Prototype
Upgrades:Distortion Field
Abilities:
Shield Disruption
30/3/5000/60
Reduces the target's shield mitigation by 10% and it's ability to block phase
missiles by 25%.
Distortion Field
100/60/6000/30
The Stilakus teleports to the target and renders it fully disabled.
Strategy: This ship plays an excellent offensive role. Although it does not
have much direct attack capability, it can render the enemy vessels extremely
vulnerable to the numerous missiles of the Vasari fleet, an ability envied by
any commander worth his salt.
Serevun Overseer
450,190,100
700/350/350
Armor:2
Damage:4 (Pulse Gun)
Supply:7
Research:Overseer Prototype
Upgrades:Jump Degradation, Mobile Phase Detection
Abilities:
Reactive Nanite Armor
50/2/6000/60
Gives the target ship 250 hull point increase and a 2 point armor bonus.
Jump Degradation
100/30/0/120
Reduces the phase jump speed for incoming enemy vessels by 50%.
Mobile Phase Detection
passive
Detects all in-jumping hostiles.
Strategy: These ships are about as perfect a defense vessel as you can get. Not
only can they bolster their own forces for a substantial amount of time, but
their very presence warns of incoming attacks and slows their arrival.
Skarovas Enforcer
675,150,110
1180/700/0
Armor:4
Damage:20 (Wave)
Supply:12
Strong vs:everything
Research:Enforcer Prototype
Upgrades:Reintegration, Inertial Field
Abilities:
Reintegration
0/75/0/40
The Skarovas shuts down its weapons and engines to heal 12 hull/s.
Inertial Field
0/30/4000/10
The speed and acceleration of all nearby enemies is reduced by 100%.
Strategy: This craft is excellent on the attack. It has excellent stopping
power, and also can use its abilities to heal itself while preventing its
targets from escaping its grasp.
__________________________
iii.Capital Ships [003vs]
__________________________
Kortul Devastator
3000,400,200
2650/1425/225
Armor:5
Damage:12 (Wave), 30 (Pulse Beam), 6 (Phase Missiles), 45 (Bomb)
Supply:50
Abilities:
Power Surge
60/30/0/20
Reduces the Kortul's weapon cooldown by 25% and increases its shield
regeneration rate by 75%.
Jam Weapons
75/15/3500/15
All nearby strike craft cannot fire their weapons.
Disruptive Strikes
passive, 10s duration
This ship's energy weapons increase their target's ability cooldown by 10% and
decrease the target's antimatter stores by 8.
Volatile Nanites (must be level 6)
150/180/6000/60
Targets suffer a 30% penalty to damage reduction and deal 150 splash damage
upon death.
Strategy: The Kortul is the ultimate attack vessel. It is effectively immune to
attacks by strike craft, it can quickly kill off any hope of ability use, it
can turn the enemies' numbers against them, and as if all of that were not
enough, it can boost it's own attack and defense power? Such a ship is a
force to be reckoned with.
Skirantra Carrier
3000,400,200
2475/1275/250
Armor:4
Damage:9 (Wave), 12 (Phase Missiles), 35 (Bomb)
Supply:50
supports 2 squadrons of strike craft
Abilities:
Repair Cloud
100/12/3000/10
All nearby vessels heal at 20 hull/s.
Scramble Bombers
100/60/0/0
Deploys an additional bomber squadron for a short period of time.
Microphasing Aura
0/0/8000/1
Renders nearby strike craft invulnerable by teleporting them out of harm's way.
Replicate Forces (must be level 6)
125/180/6000/0
Instantly produces a fully functional copy of the targeted allied frigate.
Strategy: This carrier is a force to be reckoned with in any defensive fleet.
It can effectively bolster allied forces and speedily heal them. The presence
of this ship will make it much easier to hold the front lines against even the
strongest attacks.
Jarrasul Evacuator
3000,400,200
2800/1150/250
Armor:3
Damage:13 (fore and side Waves), 19 (Pulse Beam), 5 (aft Waves), 40 (Bomb)
Supply:50
supports 1 squadron of strike craft
Abilities:
Colonize
90/120/5000/240
Colonizes the target planet and gives it a 20% decrease in structure build
time.
Gravity Warhead
100/25/6000/12
The target ship suffers a 30% speed penalty and a 60% acceleration penalty. In
addition, the target's phase jump drive is disabled.
Nano-Disassembler
75/12/6000/20
The target ship's armor is decreased by 2, and takes 30 damage/s.
Drain Planet (must be level 6)
150/180/6600/30
The target planet takes 45 damage/s, and the Evacuator siphons 15 resources/s
from it.
Strategy: This ship is reasonably well-rounded for any role. It is a proficient
defender, and also can take down a respectable number of defenders while
dealing crippling damage to the planet they are protecting.
Antorak Marauder
3000,400,200
2350/1225/280
Armor:4
Damage:12 (Pulse Beam), 10 (Phase Missiles), 12 (Wave), 40 (Bomb)
Supply:50
supports 1 squadron of strike craft
Abilities:
Phase Out Hull
60/5/7000/6
The targeted enemy is rendered invulnerable, but is completely disabled.
Distort Gravity
65/45/5000/30
All nearby ships gain a 33% speed bonus, a 50% acceleration bonus, a 8% bonus
to the radius at which phase jumps are possible, and are rendered immune to the
effects of phase jump inhibitors.
Subversion
100/50/5000/300
The target planet suffers a 15% penalty to ship and structure build time.
Stabilize Phase Space (must be level 6)
100/120/0/75
Spawns a new Phase Stabilizer node.
Strategy: The Antorak is the ultimate last resort. Its abilities provide for
a quick retreat in the event that the fleet it is supporting proves to be
outmatched. Its Stabilize Phase Space ability in particular, creates a speedy
escape route, while leaving an equally easy entry point for the next attack.
Vulkoras Desolator
3000,400,200
2525/1350/235
Armor:4
Damage:24 (Phase Missiles), 10 (Pulse Beam), 7 (Wave), 53 (Bomb)
Supply:50
Abilities:
Phase Missile Swarm
90/15/5000/0
Generates a sizable volley of phase missiles, dealing 200 damage to all nearby
enemies.
Deploy Siege Platform
100/55/2600/0
Deploys a siege platform to assist in planetary bombardment.
Assault Specialization
passive
The Vulkoras gains a 25% decrease in the cooldown of its bomb launchers. Its
phase missiles will also dea an additional 60 damage to structures.
Disintegration (must be level 6)
150/120/6000/8
The target takes 200 damage/s, and heals the Vulkoras of 188 hull damage.
Strategy: The Vulkoras performs well as an all-around attacker, but as its
abilities suggest, its real power lies in razing enemy infrastructure. While
the rest of the fleet keeps the enemy ships occupied, the Vulkoras will deploy
a siege platform to start bombarding the planet, and will itself take out
any nearby structures.
===================
IV. Research [004]
===================
No matter how much you decide to rely on it, there are some types of research
that will prove invaluable. In this section, I attempt to separate worthwhile
from waste. Please note that all listed values are for a single tier, not the
total amount. Also bear in mind that I have a tendency to buy more research
than is strictly needed, so I have probably rated higher than necessary.
The typical research entry will look like this:
Name
Branch of research
Required Number of Labs:#
Research Prerequisites (if any):
Tier 1 cost:credits, metal, crystal
Tier 2 cost (if applicable):credits, metal, crystal
Tier 3 cost (if applicable):credits, metal, crystal
Effect
Worth: 1 to 5, 1s being must-haves, and 5s not worth the bother
--------------------------------
a. Planetary Development [004p]
--------------------------------
Planetary Development is research that upgrades the stats of a planet, rather
than ships or structures. You should put at least one point into all of these
for each planet, unless you are setting up a planet as bait or will not be
using tactical structures.
Civilian Infrastructure
Planetary Development
Labs: 0
1:450,150,75
2:550,175,125
3:650,200,175
4:750,225,225
Improves the population capacity by 100% and growth of the planet by .05.
It also drops the underdevelopment penalty by 2.
Worth: 1
Logistics Capacity
Planetary Development
Labs: 0
1:450,150,75
2:550,175,125
3:650,200,175
Increases the number of logistics slots by 6, and number of constructor ships
by 1 to a maximum of 2 for the planet.
Worth: 1
Emergency Facilities
Planetary Development
Labs: 0
1:450,150,75
2:550,175,125
3:650,200,175
Increases the the planet health by 1500.
Worth: 2.5
Tactical Capacity
Planetary Development
Labs: 0
1:450,150,75
2:550,175,125
3:650,200,175
Increases the number of tactical slots by 10, and number of constructor ships
by 1 to a maximum of 2 for the planet.
Worth: 3
Explore Planet
Planetary Development
Labs: 0
1:450,150,75
2:550,175,125
Explores 50% of the planet's surface, and uncovers an artifact or other
special bonus if there is one to be found.
Worth: 1
Change Capital
Planetary Development
Labs: 0
1:2000,300,200
Moves your empire's capital to the current planet.
Worth: 3 (this one is mostly situational)
--------------
b. TEC [004t]
--------------
___________________
i.Military [004tm]
___________________
Hull Reinforcement
Structural Subsystems
Labs:1
1:400,0,25
2:500,0,50
Increases the hull points of all ships and structures by 6% and hull
regeneration by 3%.
Worth: 1
Fortified Superstructure
Structural Subsystems
Labs:2
Prerequisites: 2 points in Hull Reinforcement
1:600,50,100
2:700,75,125
Increases the hull points of all ships and structures by a further 6% and hull
regeneration by a further 3%.
Worth: 1
Expert Damage Control
Structural Subsystems
Labs:4
Prerequisites: 2 points in Fortified Superstructure
1:1000,150,250
2:1100,100,275
Increases the hull points of all ships and structures by 3% and hull
regeneration by 10%.
Worth: 2
Advanced Metallurgy
Structural Subsystems
Labs:1
1:400,0,25
2:500,0,50
Increases the armor rating of all ships by .8.
Worth: 1
Titano-Ferric Plating
Structural Subsystems
Labs:3
Prerequisites: 2 points in Advanced Metallurgy
1:800,100,175
2:700,125,200
Armor ratings are improved by .8.
Worth: 3
Impact Analysis
Structural Subsystems
Labs:5
Prerequisites: 2 points in Titano-Ferric Plating
1:1200,200,325
2:1300,225,350
The armor of your ships is increased by another .8.
Worth: 3
Repelon Premium Armor
Structural Subsystems
Labs:7
Prerequisites: 2 points in Impact Analysis
1:1600,300,475
2:1700,325,500
Once more increases the armor rating of all ships by .8.
Worth: 4
Improved Shield Arrays
Structural Subsystems
Labs:3
1:800,100,175
2:900,125,20
Increases the shields and shield regeneration of all ships by 5%.
Worth: 1
Superior Shield Emitters
Structural Subsystems
Labs:5
Prerequisites: 2 points in Improved Shield Arrays
1:1200,200,325
2:1300,225,350
Increases the shields and shield regeneration of all ships by 5%.
Worth: 2.5
Efficient Generators
Structural Subsystems
Labs:4
1:1000,150,250
2:1100,175,275
Increases antimatter reserves and regeneration by 5%.
Worth: 2
Potent Reaction Chaining
Structural Subsystems
Labs:6
Prerequisites: 2 points of Efficient Generators
1:1400,250,400
2:1500,275,425
Increases antimatter reserves and regeneration by an additional 5%.
Worth: 3.5
Advanced Maneuvering
Structural Subsystems
Labs:5
1:1200,200,325
2:1300,225,350
Improves capital ship turn rate by 8%.
Worth: 2
Failsafe Jump Plotting
Structural Subsystems
Labs:6
1:1400,250,400
Gives the Infallible Jump Drive ability to Arcova Scout Frigates.
Worth: 4
Quick Gauss Capacitors
Ballistics And Rocketry
Labs:1
1:400,0,25
2:500,0,50
3:600,0,75
Increases the rate of fire of Gauss Defense Platforms by 5%.
Worth: 4
Laser Amplification
Ballistics And Rocketry
Labs:1
1:400,0,25
2:500,0,50
Improves laser damage by 5%.
Worth: 1
High Intensity Lasers
Ballistics And Rocketry
Labs:2
Prerequisites: 2 points in Laser Amplification
1:600,50,100
2:700,75,125
Improves laser damage by a further 5%.
Worth: 1.5
Ferro-Uranite Rounds
Ballistics And Rocketry
Labs:2
Prerequisites: 1 point in Advanced Metallurgy
1:600,50,100
2:700,75,125
Increases autocannon damage by 5%.
Worth: 1
Advanced Ballistics
Ballistics And Rocketry
Labs:3
Prerequisites: 2 points in Ferro-Uranite Rounds
1:800,100,175
2:900,125,200
Improves autocannon damage by a further 5%.
Worth: 2
Highly Conductive Rails
Ballistics And Rocketry
Labs:3
Prerequisites: 1 point in Ferro-Uranite Rounds
1:800,100,175
Improves the range of Gauss Defense Platforms by 12%.
Worth: 3
Refined Propellants
Ballistics And Rocketry
Labs:5
Prerequisites: 2 points in Advanced Ballistics
1:1200,200,325
2:1300,225,350
Improves autocannon damage by an additional 5%.
Worth: 3.5
Refined Missile Avionics
Ballistics And Rocketry
Labs:2
Prerequisites: 1 point in Javelis Prototype
1:600,50,100
2:700,75,125
Improves missile damage by 5%.
Worth: 2
Enhanced ACM
Ballistics And Rocketry
Labs:4
Prerequisites: 2 points in Refined Missile Avionics
1:1000,150,250
2:1100,175,275
Further improves missile damage by 5%.
Worth: 2
Cyclotaurite Payloads
Ballistics And Rocketry
Labs:6
Prerequisites: 2 points in Enhanced ACM
1:1400,250,400
2:1500,275,425
Adds another 5% to the damage done by missiles.
Worth: 3.5
Extended Range Missiles
Ballistics And Rocketry
Labs:7
Prerequisites: 1 point in Cyclotaurite Payloads
1:1600,300,475
2:1700,325,500
3:1800,350,525
Missile range is improved by 4%.
Worth: 4
Heavy Fallout
Ballistics And Rocketry
Labs:4
1:1000,150,250
Unlocks the Heavy Fallout ability for Krosov Siege Frigates.
Worth: 3 (see my warning about the Heavy Fallout ability)
High Yield Warheads
Ballistics And Rocketry
Labs:7
Prerequisites: 1 point in Heavy Fallout
1:1600,300,475
2:1700,325,525
3:1800,350,525
Improves damage done by planetary bombardment by 10%.
Worth: 3
Hangar Defense
Experimental Design
Labs:1
1:400,0,25
Unlocks the Hangar Defense tactical structure.
Worth: 3
Repair Platform
Experimental Design
Labs:1
1:400,0,25
Unlocks the Repair Platform tactical structure.
Worth: 1.5
Superior Repair Bots
Experimental Design
Labs:2
Prerequisites: 1 point in Repair Platform
1:600,50,100
2:700,75,125
Improves the hull repairs provided by the Repair Platform.
Worth: 2
Hoshiko Prototype
Experimental Design
Labs:3
Prerequisites: 1 point in Superior Repair Bots
1:800,100,175
Unlocks the Hoshiko Robotics Cruiser.
Worth: 2
Demolition Bots
Experimental Design
Labs:5
Prerequisites: 1 point in Hoshiko Prototype
1:1200,200,325
Unlocks the Demolition Bots ability for the Hoshiko Robotics Cruiser.
Worth: 1 (if you have unlocked the Hoshiko in the first place.)
Krosov Prototype
Experimental Design
Labs:2
1:600,50,100
Unlocks the Krosov Siege Frigate.
Worth: 1
Garda Prototype
Experimental Design
Labs:2
1:600,50,100
Unlocks the Garda Flak Frigate.
Worth: 1.5
Javelis Prototype
Experimental Design
Labs:2
1:600,50,100
Unlocks the Javelis LRM Frigate.
Worth: 2
Cluster Warheads
Experimental Design
Labs:4
Prerequisites: 1 point in Javelis Prototype
1:1000,150,250
Unlocks the Cluster Warheads ability for Javelis LRM Frigates.
Worth: 3
Timed Explosives
Experimental Design
Labs:3
1:800,100,175
Unlocks the Timed Explosives ability for Arcova Scout Frigates
Worth: 4
Percheron Prototype
Experimental Design
Labs:3
1:800,100,175
Unlocks the Percheron Light Carrier.
Worth: 3
Phase Jump Disruption
Experimental Design
Labs:4
1:1000,150,250
Unlocks the Phase Jump Inhibitor tactical structure.
Worth: 3
Sabotage Reactor
Experimental Design
Labs:4
1:1000,150,250
Unlocks the Sabotage Reactor ability for Cobalt Light Frigates.
Worth: 2.75
Kodiak Prototype
Experimental Design
Labs:5
1:1200,200,325
Unlocks the Kodiak Heavy Cruiser.
Worth: 1.5
Intercept
Experimental Design
Labs:6
Prerequisites: 1 point in Kodiak Prototype
1:1400,250,400
Unlocks the Intercept ability for Kodiak Heavy Cruisers.
Worth: 2
Cielo Prototype
Experimental Design
Labs:5
1:1200,200,325
Unlocks the Cielo Command Cruiser.
Worth: 3
Designate Target
Experimental Design
Labs:6
Prerequisites: 1 point in Cielo Prototype
1:1400,250,400
Unlocks the Designate Target ability for the Cielo Command Cruiser.
Worth: 2.5
Novalith Prototype
Experimental Design
Labs:8
Prerequisites: 1 point in Extended Range Missiles
1:1800,350,550
Unlocks the Novalith Cannon superweapon.
Worth: 1 (if you don't mind paying the 21000,2480,3415 necessary for 8
Military Labs, 7 prerequisites, the prototype research, and the cannon itself)
__________________
ii.Civics [004tc]
__________________
Deep Core Metal Mining
Industry
Labs:1
1:400,0,25
2:500,0.50
Improves the gather rate of metal extractors by by 7%.
Worth: 1
Rapid Hydrometallurgy
Industry
Labs:2
Prerequisites: 2 points in Deep Core Metal Mining
1:600,50,100
2:700,75,125
Increases the metal extraction rate by an additional 7%.
Worth: 1
Nuclear Smelting
Industry
Labs:4
Prerequisites: 2 points in Rapid Hydrometallurgy
1:1000,150,250
2:1100,175,275
The extraction rate of metal is again increased by 7%.
Worth: 2
Efficient Crystal Sorting
Industry
Labs:2
1:600,50,100
2:700,75,125
The extraction rate of crystal is increased by 7%.
Worth: 1
Automated Mining Rigs
Industry
Labs:3
Prerequisites: 2 points in Efficient Crystal Sorting
1:800,100,175
2:900,125,200
Improves the extraction rate of crystal by another 7%.
Worth: 1
Shockwave Pulverization
Industry
Labs:5
Prerequisites: 2 points in Automated Mining Rigs
1:1200,200,325
2:1300,225,350
Upgrades crystal extraction rate by a further 7%.
Worth: 2
Orbital Commerce
Industry
Labs:2
1:600,50,100
Unlocks the Trade Port logistics structure.
Worth: 1
Orbital Refinement
Industry
Labs:4
1:1000,150,250
Unlocks the Orbital Refinery logistics structure.
Worth: 2.5
Huge Cargo Holds
Industry
Labs:4
Prerequisites: 1 point in Orbital Commerce, 1 point in Orbital Refinement
1:1000,150,250
2:1100,175,275
Increases the size of trade and refinery ships' cargo holds by 8%, thereby
improving income from Orbital Refineries and Trade Ports.
Worth: 2.5
Immense Cargo Holds
Industry
Labs:6
Prerequisites: 2 points in Huge Cargo Holds
1:1400,250,400
2:1500,275,425
Improves cargo hold size for refinery and trade ships by a further 8%.
Worth: 2.25
Pervasive Economy
Industry
Labs:8
Prerequisites: 2 points in Immense Cargo Holds
1:1800,350,500
2:1900,375,575
When any player sells resources, you get 10% of the credits earned, and when
any player trades resources, you gain 8% of the credits earned.
Worth: 2
Rapid Development
Industry
Labs:3
1:800,100,175
2:900,125,200
Decreases the time required for planetary development by 25%.
Worth: 3
Industrial Juggernaught
Industry
Labs:7
1:1600,300,475
2:1700,325,500
3:1800,350,525
The build time for all ships is decreased by 7%
Worth: 2
Sensor Drones
Engineering
Labs:1
1:400,0,25
2:500,0,50
Unlocks the Probe ability for Arcova Scout Frigates.
Worth: 4
High Density Zoning
Engineering
Labs:1
1:400,0,25
2:500,0,50
Increases the population cap for Terran planets by 8%.
Worth: 2
Advanced Civic Design
Engineering
Labs:3
Prerequisites: 2 points in High Density Zoning
1:800,100,175
2:900,125,200
Further increases the maximum population on Terran planets by 8%.
Worth: 3
Improved Arid Colonies
Engineering
Labs:1
1:400,0,25
2:500,0,50
Improves the population cap on Desert planets by 8%.
Worth: 2
Modular Architecture
Engineering
Labs:1
1:400,0,25
2:500,0,50
Decreases the cost of extractors and factories by 20%.
Worth: 4.5
Arctic Exploitation
Engineering
Labs:2
1:600,50,100
Allows you to colonize Ice planets.
Worth: 1
Advanced Arctic Colonies
Engineering
Labs:4
Prerequisites: 1 point in Arctic Exploitation
1:1000,150,250
2:1100,175,275
Improves the population cap for Ice planets by 8%.
Worth: 2.5
Volcanic Exploitation
Engineering
Labs:2
1:600,50,100
Allows you to colonize Volcanic planets.
Worth: 1
Basic PSIDAR
Engineering
Labs:2
1:600,50,100
Detects phase jumping enemies one planet away from your colonies.
Worth: 1
Enhanced PSIDAR
Engineering
Labs:5
Prerequisites: 1 point in Basic PSIDAR
1:1200,200,325
Detects phase jumping enemies two planets away from your colonies.
Worth: 2
Long Range Jumps
Engineering
Labs:3
1:800,100,175
Your ships will be able to jump to other solar systems.
Worth: 1 (when applicable)
Worm Hole Navigation
Engineering
Labs:5
1:1200,200,325
Your ships will be able to travel through wormholes.
Worth: 1 (when applicable)
Planetary Shields
Engineering
Labs:5
1:1200,200,325
Unlocks the Shield Generator tactical structure.
Worth: 2.5
Superior Planet Shields
Engineering
Labs:7
Prerequisites: 1 point in Planetary Shields
1:1600,300,475
2:1700,325,500
Improves the shield mitigation of planetary shields.
Worth: 3
Quick Jump Calculation
Engineering
Labs:6
1:1400,250,400
2:1500,275,425
Decreases the charging time of your ships' phase jump engines by 15%.
Worth: 3.5
Expedited Permits
Policy
Labs:2
1:600,50,100
2:700,75,125
Decreases the build time for structures by 17%.
Worth: 2.5
Civilian Ship Safety Act
Policy
Labs:3
1:800,100,175
2:900,125,200
Improves the hulls and armor of neutral ships.
Worth: 5
Interstellar Networks
Policy
Labs:3
1:800,100,175
Unlocks the Broadcast Center logistics structure.
Worth: 1
Addictive Consumerism
Policy
Labs:4
Prerequisites: 1 point in Interstellar Networks
1:1000,150,250
2:1100,175,275
Improves culture spread rate by 5%. This research also increases the antimatter
regeneration bonus for ships in friendly-cultured gravity wells by .4.
Worth: 2
Cultural Monopolization
Policy
Labs:6
Prerequisites: 2 points in Addictive Consumerism
1:1400,250,400
2:1500,275,425
Improves culture spread rate by an additional 5% and antimatter regeneration
bonus by an additional .3.
Worth: 3
Critical Mass
Policy
Labs:5
Prerequisites: 2 points in Addictive Consumerism
1:1200,200,325
2:1300,225,350
Decreases the amount of spread rate loss incurred by each planet by 25%.
Worth: 1.5
Insurgency
Policy
Labs:8
Prerequisites: 2 points in Cultural Monopolization
1:1800,350,550
2:1900,375,575
Enemy factions (including pirates) suffer periodic raids by trader rebels.
Worth: 2.5
Foreign Sabotage
Policy
Labs:7
Prerequisites: 2 points in Cultural Monopolization
1:1600,300,475
2:1700,325,500
Enemy factions suffer a 50% increase in build time for structures and ships.
Worth: 2
Skilled Diplomats
Policy
Labs:4
1:1000,150,250
2:1100,175,275
You get an additional 15% happiness when you complete missions for other
factions and you lose 10% less when you fail a mission.
Worth: 4
Favored Client Discount
Policy
Labs:4
1:1000,150,250
2:1100,175,275
Black market sell prices are increased by 8%, and buy prices are decreased by
8%.
Worth: 1
Catastrophe Recovery
Policy
Labs:5
1:1200,200,325
2:1300,225,350
The reconstruction rate of emergency facilities after a planet has been
bombarded is increased by 13%.
Worth: 4.5
Development Mandate
Policy
Labs:6
1:1400,250,400
2:1500,275,425
All of your planets gain an additional 4 logistics slots.
Worth: 3 (depends on how much infrastructure you need)
Basic Crew Training
Policy
Labs:6
1:1400,250,400
The maximum capital ship level available for purchase is increased from 2 to 3.
Worth: 3.5
-----------------
c. Advent [004a]
-----------------
____________________
i.Hostility [004am]
____________________
Refined Laser Cannons
Energy
Labs:1
1:400,0,25
2:500,0,50
Improves laser damage by 5%.
Worth: 1
Burst Modulated Lasers
Energy
Labs:2
Prerequisites: 2 points in Refined Laser Cannons
1:600,50,100
2:700,75,125
Laser damage is increased by an additional 5%.
Worth: 2
PsiTech Powered Lasers
Energy
Labs:4
Prerequisites: 2 points in Burst Modulated Lasers
1:1000,150,250
2:1100,175,125
Laser damage is improved by a further 5%.
Worth: 2.5
Improved Containment
Energy
Labs:2
1:600,50,100
2:700,75,125
The damage dealt by plasma weapons is improved by 5%.
Worth: 1
High Intensity Plasma
Energy
Labs:3
Prerequisites: 2 points in Improved Containment
1:800,100,175
2:900,125,200
Plasma damage is improved by a further 5%.
Worth: 1.5
Strong Plasma Ejection
Energy
Labs:5
Prerequisites: 2 points in High Intensity Plasma
1:1200,200,325
2:1300,225,350
Plasma weapon damage is once again increased by 5%.
Worth: 2.5
Rapid Plasma Generation
Energy
Labs:7
Prerequisites: 2 points in Strong Plasma Ejection
1:1600,300,475
2:1700,325,500
3:1800,350,525
The cooldown time of all plasma weapons is decreased by 5%.
Worth: 3.5
Improved Beam Emitters
Energy
Labs:3
1:800,100,175
2:900,125,200
The damage potential of all beam weapons is improved by 5%.
Worth: 2
Beam Amplification
Energy
Labs:4
Prerequisites: 2 points in Improved Beam Emitters
1:1000,150,250
2:1100,175,275
Beam damage is increased by a further 5%.
Worth: 3
Superior Emission Coils
Energy
Labs:6
Prerequisites: 2 points in Beam Amplification
1:1400,250,400
2:1500,275,425
Beam weapon damage is improved by another 5%.
Worth: 3.5
Precision Beam Focus
Energy
Labs:7
Prerequisites: 2 points in Superior Emission Coils
1:1600,300,475
2:1700,325,500
3:1800,350,525
The range of all beam weapons is increased by 4%.
Worth: 3.5
Inspired Reactor Design
Energy
Labs:3
1:800,100,175
2:900,125,200
Antimatter reserves and regeneration are improved by 5%.
Worth: 1
Quick Reaction Cycling
Energy
Labs:5
Prerequisites: 2 points in Inspired Reactor Design
1:1200,200,325
2:1300,225,350
The antimatter reserves and regeneration rates of all ships are improved by 5%.
Worth: 1.5
Synergistic Reactions
Energy
Labs:7
Prerequisites: 2 points in Quick Reaction Cycling
1:1600,300,475
2:1700,325,500
Antimatter reserves and regeneration are improved by a further 5%.
Worth: 2
Basic Shield Projection
Energy
Labs:1
1:400,0,25
2:500,0,50
Shields and shield regeneration are improved by 5%.
Worth: 1
PsiTech Shield Emitters
Energy
Labs:2
Prerequisites: 2 points in Basic Shield Projection
1:600,50,100
2:700,75,125
The shields and regeneration rates of all ships are increased by 5%.
Worth: 1
Potent Shield Generation
Energy
Labs:4
Prerequisites: 2 points in PsiTech Shield Emitters
1:1000,150,250
2:1100,175,275
Shields and regeneration are once again improved by 5%.
Worth: 2
Raised Shield Harmonics
Energy
Labs:6
Prerequisites: 2 points in Potent Shield Generation
1:1400,250,400
2:1500,275,425
Maximum shield mitigation is increased by 2%.
Worth: 3
Hangar Defense
Ascension
Labs:1
1:400,0,25
Unlocks the Hangar Defense tactical structure.
Worth: 3
Skilled Hangar Anima
Ascension
Labs:2
Prerequisites: 1 point in Hangar Defense
1:600,50,100
2:700,75,125
Hangar Defenses get 1 extra squadron of strike craft.
Worth: 2.5
Purge Vessel Design
Ascension
Labs:1
1:400,0,25
Unlocks the Purge Vessel.
Worth: 1
Defense Vessel Design
Ascension
Labs:2
1:600,50,100
Unlocks the Defense Vessel.
Worth: 1.5
Drone Host Design
Ascension
Labs:2
1:600,50,100
Unlocks the Aeria Drone Host.
Worth: 2.5
Repair Platform
Ascension
Labs:2
1:600,50,100
Unlocks the Repair Platform tactical structure
Worth: 2
Guardian Design
Ascension
Labs:3
Prerequisites: 1 point in PsiTech Shield Emitters
1:800,100,175
Unlocks the Iconus Guardian.
Worth: 2
Repulsion
Ascension
Labs:5
Prerequisites: 1 point in Guardian Design
1:1200,200,325
Unlocks the Repulsion ability for the Iconus Guardian.
Worth: 2.5
Steal Antimatter
Ascension
Labs:3
1:800,100,175
Unlocks the Steal Antimatter ability for Disciple Vessels.
Worth: 1.5
Illuminator Design
Ascension
Labs:3
1:800,100,175
Unlocks the Illuminator Vessel.
Worth: 2
Deceptive Illusion
Ascension
Labs:5
Prerequisites: 1 point in Illuminator Design
1:1200,200,325
Unlocks the Deceptive Illusion ability for Illuminator Vessels.
Worth: 1.5
Basic Crew Training
Ascension
Labs:4
1:1000,150,250
Increases the maximum buyable capital ship level from 2 to 3.
Worth: 3
Martyrdom
Ascension
Labs:4
1:1000,150,250
Unlocks the Martyrdom ability for Seeker Vessels.
Worth: 2.5
Crusader Design
Ascension
Labs:5
1:1200,200,325
Unlocks the Destra Crusader.
Worth: 2.5
Ruthlessness
Ascension
Labs:7
Prerequisites: 1 point in Crusader Design
1:1600,300,475
Unlocks the Ruthlessness ability for the Destra Crusader.
Worth: 2
Subjugator Design
Ascension
Labs:5
1:1200,200,325
Unlocks the Domina Subjugator.
Worth: 2
Perseverance
Ascension
Labs:6
Prerequisites: 1 point in Subjugator Design
1:1400,250,400
Unlocks the Perseverance ability for the Domina Subjugator.
Worth: 2
Unfettered Phase Jumps
Ascension
Labs:6
1:1400,250,400
Unlocks the Infallible Jump Drive ability for Seeker Vessels.
Worth: 3.5
Mass Transcendence
Ascension
Labs:8
1:1800,350,550
2:1900,375,575
Until level 2, capital ships gain .92 experience/s. Regardless of level, they
gain a 25% bonus to experience gained in combat.
Worth: 2
Refined Frameworks
Substance
Labs:1
1:400,0,25
2:500,0,50
Increases maximum hull points, and their regeneration, by 5%.
Worth: 1
Elegant Hull Design
Substance
Labs:3
Prerequisites: 2 points in Refined Frameworks
1:800,100,175
2:900,125,200
The hull points and regeneration of all ships are improved by 5%.
Worth: 1
Supreme Architecture
Substance
Labs:5
Prerequisites: 2 points in Elegant Hull Design
1:1200,200,325
2:1300,225,350
Hull points and regeneration are increased by a further 5%.
Worth: 2
Augmented Launchers
Substance
Labs:2
1:600,50,100
2:700,75,125
The damage done by bombs is improved by 5%.
Worth: 1
PsiTech Propelled Bolts
Substance
Labs:3
Prerequisites: 2 points in Augmented Launchers
1:800,100,175
2:900,125,200
Bomb damage is increased by a further 5%.
Worth: 1
Divine Launcher Arrays
Substance
Labs:5
Prerequisites: 2 points in PsiTech Propelled Bolts
1:1200,200,325
2:1300,225,350
Bombs deal an additional 5% damage.
Worth: 2
Advanced Composites
Substance
Labs:6
1:1400,250,400
2:1500,275,425
Armor is increased by 1.
Worth: 1
Telekinetic Projection
Substance
Labs:7
Prerequisites: 2 points in Advanced Composites
1:1600,300,475
2:1700,325,500
The armor rating of all ships is improved by 1.
Worth: 3
___________________
ii.Harmony [004ac]
___________________
Communal Labor
PsiTech
Labs:2
1:600,50,100
Unlocks the Communal Labor ability for Assembly Drones, which allows them to
group together on a single structure, building it faster, but at increased
cost.
Worth: 4
Unity Indoctrination
PsiTech
Labs:2
1:600,50,100
Unlocks the Temple of Communion logistics structure.
Worth: 1
Zealous Worship
PsiTech
Labs:2
Prerequisites: 1 point in Unity Indoctrination
1:600,50,100
2:700,75,125
Culture spread rate is increased by 5%, and cultural mitigation (I think this
is resistance to the effects of other cultures, but I'm not sure) is increased
by 1%.
Worth: 1
Unwavering Belief
PsiTech
Labs:4
Prerequisites: 2 points in Zealous Worship
1:1000,150,250
2:1100,175,275
The spread rate of your culture is improved by 5%, and cultural mitigation is
improved by 1%.
Worth: 2
Wall of Faith
PsiTech
Labs:5
Prerequisites: 2 points in Unwavering Belief
1:1200,200,325
2:1300,225,350
Your empire's resistance to the spread of other cultures is increased by 20%.
Worth: 1
Total Assimilation
PsiTech
Labs:6
Prerequisites: 2 points in Unwavering Belief
1:1400,250,400
2:1500,275,425
Your empire's culture spread rate is increased by 5%, and its cultural
mitigation is increased by 1%.
Worth: 3
Deliverance Design
PsiTech
Labs:8
Prerequisites: 2 points in Total Assimilation
1:1800,350,550
Unlocks the Deliverance Engine superweapon.
Worth: 1 (see my warning for Novalith Prototype)
Distant Visualization
PsiTech
Labs:3
1:800,100,175
Your ships can now jump to other solar systems.
Worth: 1 (when applicable)
Phase Jump Disruption
PsiTech
Labs:3
1:800,100,175
Unlocks the Phase Jump Inhibitor tactical structure.
Worth: 3
Augmented Defense Grid
PsiTech
Labs:4
1:1000,150,250
2:1100,175,275
Your planets gain 2 more tactical slots.
Worth: 3
Induced Leniency
PsiTech
Labs:5
1:1200,200,325
2:1300,225,350
Other factions give you 30% more time to complete their missions, and lose 15%
less happiness should you fail.
Worth: 3
Worm Hole Passage
PsiTech
Labs:5
1:1200,200,325
Your ships can now travel through wormholes.
Worth: 1 (when applicable)
Antimatter Projection
PsiTech
Labs:6
1:1400,250,400
Unlocks the Antimatter Recharger tactical structure.
Worth: 2.5
Antimatter Multicasting
PsiTech
Labs:7
Prerequisites: 1 point in Antimatter Projection
1:1600,300,475
2:1500,275,425
Increases the amount of antimatter restored by the Antimatter Recharger.
Worth: 2.5
High Efficiency Jumps
PsiTech
Labs:7
1:1600,300,475
2:1700,325,500
3:1800,350,525
The antimatter cost for phase jumps is decreased by 11%.
Worth: 2
Allure of the Unity
PsiTech
Labs:8
1:1800,350,550
2:1900,375,575
Increases the maximum allegiance of your planets by 5%.
Worth: 3.5
Knowledge Aggregation
Perception
Labs:1
1:400,0,25
2:500,0,50
3:600,0,75
The rate of research is increased by 11%.
Worth: 1
Lingering Presence
Perception
Labs:2
1:600,50,100
2:700,75,125
Unlocks the Lingering Presence ability for Seeker Vessels, which maintains
visibility for 300s in the gravity well in which the Seeker is destroyed.
Worth: 1
Forewarning
Perception
Labs:2
1:600,50,100
You get early warning of in-jumping enemies up to one planet away from your
empire.
Worth: 1
Acute Premonitions
Perception
Labs:5
Prerequisites: 1 point in Forewarning
1:1200,200,325
You get early warning of in-jumping enemies up to two planets away from your
empire.
Worth: 1
Divination
Perception
Labs:3
1:800,100,175
2:900,125,200
The build time of all structures is reduced by 40%, and their price is reduced
by 25%.
Worth: 1
False Belief Monitoring
Perception
Labs:4
Prerequisites: 1 point in Unwavering Belief
1:1000,150,250
The spread of all hostile culture is visible
Worth: 2
Eyes of the Converted
Perception
Labs:6
Prerequisites: 1 point in False Belief Monitoring
1:1600,300,475
All planets with friendly culture are visible.
Worth: 2
Persuasive Offers
Materialism
Labs:1
1:400,0,25
2:500,0,50
The bounty bought with a given amount of money is increased by 13%.
Worth: 1
Homeworld Prophecy
Materialism
Labs:1
1:400,0,25
2:500,0,50
The population cap on Desert planets is raised by 8%.
Worth: 2.5
Inspired Architecture
Materialism
Labs:1
Prerequisites: 1 point in Homeworld Prophecy
1:400,0,25
2:500,0,50
The population cap on Terran planets is raised by 8%.
Worth: 2
Thriving Desert Cities
Materialism
Labs:2
Prerequisites: 2 points in Homeworld Prophecy
1:600,50,100
2:700,75,125
Desert planets can support 8% more people.
Worth: 3
Rich Ore Scrying
Materialism
Labs:2
1:600,50,100
2:700,75,125
Metal income is increased by 7%.
Worth: 1
Telekinetic Extraction
Materialism
Labs:3
Prerequisites: 2 points in Rich Ore Scrying
1:800,100,175
2:900,125,200
The rate of metal income is again increased by 7%.
Worth: 2
Enhanced Reclamation
Materialism
Labs:4
Prerequisites: 2 points in Telekinetic Extraction
1:1000,150,250
2:1100,175,275
Metal income is improved by 6%.
Worth: 2.5
Volcanic Evangelism
Materialism
Labs:2
1:600,50,100
Volcanic planets are colonizable.
Worth: 1
Arctic Evangelism
Materialism
Labs:2
1:600,50,100
Ice planets are colonizable.
Worth: 1
Selective Harvesting
Materialism
Labs:3
1:800,100,175
2:900,125,200
Crystal income is increased by 7%.
Worth: 1
Crystal Enrichment
Materialism
Labs:4
Prerequisites: 2 points in Selective Harvesting
1:1000,150,250
2:1100,175,275
Crystal income is improved by a further 7%.
Worth: 1
Telekinetic Separation
Materialism
Labs:6
Prerequisites: 2 points in Crystal Enrichment
1:1400,250,400
2:1500,275,425
The rate of crystal income is again improved by 7%.
Worth: 1.5
Hardened Cities
Materialism
Labs:6
1:1400,250,400
2:1500,275,425
3:1600,300,450
Damage dealt to your planets by bombardment is decreased by 5%.
Worth: 2.5
Interplanetary Trade
Materialism
Labs:3
1:800,100,175
Unlocks the Trade Port logistics structure
Worth: 1
Karmic Retribution
Materialism
Labs:5
Prerequisites: 1 point in Interplanetary Trade
1:1200,200,325
2:1300,225,350
Unlocks the Karmic Retribution ability for Trade Ships, which places 100 bounty
on any enemy that destroys them.
Worth: 1
Resource Focus
Materialism
Labs:4
Prerequisites: 1 point in Interplanetary Trade
1:1000,150,250
Unlocks the Resource Focus ability for Trade Ports, which allows them to shut
down trade in exchange for an 8% increase in metal and crystal extraction.
Worth: 2
Enhanced Focus
Materialism
Labs:7
Prerequisites: 1 point in Resource Focus
1:1600,300,475
2:1700,325,500
Improves the resource extraction bonus from Resource Focus by 9%.
Worth: 3
-----------------
d. Vasari [004v]
-----------------
__________________
i.Weapons [004vm]
__________________
Regeneration Bay
Prototypes
Labs:1
1:400,0,25
Unlocks the Regeneration Bay tactical structure.
Worth: 2
Destructor Prototype
Prototypes
Labs:1
1:400,0,25
Unlocks the Karrastra Destructor.
Worth: 1
Assailant Prototype
Prototypes
Labs:1
1:400,0,25
Unlocks the Kanrak Assailant.
Worth: 1.5
Sentinel Prototype
Prototypes
Labs:2
1:600,50,100
Unlocks the Junsurak Sentinel.
Worth: 1
Charged Missiles
Prototypes
Labs:4
Prerequisites: 1 point each in Assailant Prototype and Sentinel Prototype
1:1000,150,250
Unlocks the Discharging Missiles ability for Junsurak Sentinels and Kanrak
Assailants.
Worth: 2
Phase Jump Disruption
Prototypes
Labs:2
1:600,50,100
Unlocks the Phase Jump Inhibitor tactical structure.
Worth: 3
Hangar Defense
Prototypes
Labs:2
1:600,50,100
Unlocks the Hangar Defense tactical structure.
Worth: 2.5
Transporter Prototype
Prototypes
Labs:3
1:800,100,175
Unlocks the Lasurak Transporter.
Worth: 2
Basic Crew Training
Prototypes
Labs:3
1:800,100,175
Upgrades the maximum buyable capital ship level from 2 to 3.
Worth: 3
Interference
Prototypes
Labs:4
1:1000,150,250
Unlocks the Interference ability for the Ravastra Skirmisher.
Worth: 2
Overseer Prototype
Prototypes
Labs:4
1:1000,150,250
Unlocks the Serevun Overseer.
Worth: 1.75
Mobile Phase Detection
Prototypes
Labs:5
Prerequisites: 1 point in Overseer Prototype
1:1200,200,325
Unlocks the Mobile Phase Detection ability for Serevun Overseers.
Worth: 1
Jump Degradation
Prototypes
Labs:6
Prerequisites: 1 point in Mobile Phase Detection
1:1400,250,400
Unlocks the Jump Degradation ability for Serevun Overseers.
Worth: 1.5
Subverter Prototype
Prototypes
Labs:5
1:1200,200,325
Unlocks the Stilakus Subverter.
Worth: 1.5
Distortion Field
Prototypes
Labs:6
Prerequisites: 1 point in Subverter Prototype
1:1400,250,400
Unlocks the Distortion Field ability for Stilakus Subverters.
Worth: 2
Enforcer Prototype
Prototypes
Labs:5
1:1200,200,325
Unlocks the Skarovas Enforcer.
Worth: 1
Inertial Field
Prototypes
Labs:7
Prerequisites: 1 point in Enforcer Prototype
1:1600,300,475
Unlocks the Inertial Field ability for Skarovas Enforcers.
Worth: 1.5
Jump Inhibition Immunity
Prototypes
Labs:6
1:1400,250,400
Unlocks the Infallible Jump Drive ability for Jikara Navigators.
Worth: 4
Kostura Prototype
Prototypes
Labs:8
1:1800,350,550
Unlocks the Kostura Cannon superweapon.
Worth: 1
Rapid Pulse Cycling
Assault
Labs:1
1:400,0,25
2:500,0,50
Improves pulse gun damage by 5%.
Worth: 1
Enhanced Pulse Emission
Assault
Labs:2
Prerequisites: 2 points in Rapid Pulse Cycling
1:600,50,100
2:700,75,125
Further increases pulse gun damage by 5%.
Worth: 1.25
Quick Pulse Streaming
Assault
Labs:3
Prerequisites: 2 points in Enhanced Pulse Emission
1:800,100,175
2:900,125,200
Improves pulse beam damage by 5%.
Worth: 1
Intense Pulse Beams
Assault
Labs:4
Prerequisites: 2 points in Quick Pulse Streaming
1:1000,150,250
2:1100,175,275
Pulse Beam damage is improved by a further 5%.
Worth: 2
Pinpoint Bombardment
Assault
Labs:6
Prerequisites: 2 points in Intense Pulse Beams
1:1400,250,400
2:1500,275,425
3:1600,300,450
Improves planetary bombardment range by 13%.
Worth: 3
Phase Miniaturization
Assault
Labs:1
1:400,0,25
2:500,0,50
Improves the chance that phase missiles will bypass a shield by 5%.
Worth: 2
Phase Prediction
Assault
Labs:3
Prerequisites: 2 points in Phase Miniaturization
1:800,100,175
2:900,125,200
The chance for a phase missile to bypass a target's shields is increased by
another 5%.
Worth: 2.5
Superior Missile Phasing
Assault
Labs:5
Prerequisites: 2 points in Phase Prediction
1:1200,200,325
2:1300,225,350
Phase missile bypass chance is improved by a further 5%.
Worth: 3
NME Warheads
Assault
Labs:6
Prerequisites: 2 points in Superior Missile Phasing
1:1400,250,400
2:1500,275,425
Damage dealt by phase missiles is increased by 10%.
Worth: 2
Basic Wave Cannons
Assault
Labs:4
1:1000,150,250
2:1100,175,275
Wave damage is increased by 5%.
Worth: 1
Wave Amplification
Assault
Labs:5
Prerequisites: 2 points in Basic Wave Cannons
1:1200,200,325
2:1300,225,350
Wave damage is improved by a further 5%.
Worth: 2
Superior Wave Cannons
Assault
Labs:6
Prerequisites: 2 points in Wave Amplification
1:1400,250,400
2:1500,275,425
Damage dealt by wave weapons is increased by an additional 5%.
Worth: 2.5
Skeletal Reinforcement
Support
Labs:1
1:400,0,25
2:500,0,50
Hull points are improved by 6%, and their regeneration is improved by 3%.
Worth: 1
Self-Repairing Systems
Support
Labs:2
Prerequisites: 2 points in Skeletal Reinforcement
1:600,50,100
2:700,75,125
Hull points are improved by 2%, and their regeneration is improved by 10%.
Worth: 1
Reintegration
Support
Labs:2
Prerequisites: 1 point in Self-Repairing Systems
1:600,50,100
2:700,75,125
Unlocks the Reintegration ability for Ravastra Skirmishers and Skarovas
Enforcers.
Worth: 2
Enhanced Hull Integrity
Support
Labs:4
Prerequisites: 2 points in Self-Repairing Systems
1:1000,150,250
2:1100,175,275
Hull points are improved by 7%, and their regeneration is improved by 3%.
Worth: 2
Bifurcative Shielding
Support
Labs:3
1:800,100,175
2:900,125,200
Shields and their regeneration are improved by 5%.
Worth: 1
Multi-Pass Shield Arrays
Support
Labs:5
Prerequisites: 2 points in Bifurcative Shielding
1:1200,200,325
2:1300,225,350
The shields and shield regeneration of all ships are increased by 5%.
Worth: 2.5
Atomic Engineering
Support
Labs:3
1:800,100,175
2:900,125,200
The armor rating of all ships is increased by 1.
Worth: 1
Flawless Armor
Support
Labs:4
Prerequisites: 2 points in Atomic Engineering
1:1000,150,250
2:1100,175,275
Armor rating is improved by 1.
Worth: 1.5
Atomic Lattice Armor
Support
Labs:6
Prerequisites: 2 points Flawless Armor
1:1400,250,400
2:1500,275,425
Armor is increased by .5 and mass (I'm guessing this governs speed, turn
rate, and acceleration) is reduced by 4%.
Worth: 3
Improved Reactor Design
Support
Labs:3
1:800,100,175
2:900,125,200
Antimatter reserves and antimatter regeneration are increased by 5%.
Worth: 2
Optimized Reactors
Support
Labs:5
Prerequisites: 2 points in Improved Reactor Design
1:1200,200,325
2:1300,225,350
Antimatter and regeneration are improved by 5%.
Worth: 2.5
Superior Chain Reactions
Support
Labs:7
Prerequisites: 2 points in Optimized Reactors
1:1600,300,475
2:1700,325,500
The antimatter reserves and antimatter regeneration rate of all ships are
improved by an additional 5%.
Worth: 2.75
__________________
ii.Empire [004vc]
__________________
Improved Salvaging
Nanotechnology
Labs:1
1:400,0,25
The salvage wait time is reduced by 50% and the recieved refund is increased by
20%.
Worth: 3
Wreckage Auto-Salvage
Nanotechnology
Labs:3
Prerequisites: 1 point in Improved Salvaging
1:800,100,175
2:900,125,200
3:1000,150,225
Capital ships automatically collect income by salvaging recently destroyed
structures and capital ships.
Worth: 2
Artificial Longevity
Nanotechnology
Labs:2
1:600,50,100
2:700,75,125
Population growth on all planets is improved by 20%.
Worth: 1
Trauma Nanomedicine
Nanotechnology
Labs:4
Prerequisites: 2 points in Artificial Longevity
1:1000,150,250
2:1100,175,275
The survival rate for planetary bombardment is improved by 10%.
Worth: 2
Resource Sublimation
Nanotechnology
Labs:2
1:600,50,100
2:700,75,125
The extraction rate for metal and crystal is improved by 5%.
Worth: 1
Entanglement Filtering
Nanotechnology
Labs:3
Prerequisites: 2 points in Resource Sublimation
1:800,100,175
2:900,125,200
Resource extraction rates are improved by a further 5%.
Worth: 1
Orbital Processing
Nanotechnology
Labs:3
Prerequisites: 1 point in Entanglement Filtering
1:800,100,175
Unlocks the Matter Processor logistics structure.
Worth: 1
Catalyzed Atomic Sorting
Nanotechnology
Labs:5
Prerequisites: 2 points in Entanglement Filtering
1:1200,200,325
2:1300,225,350
The rate of extraction for metal and crystal is increased by 5%.
Worth: 1.5
Matter Decompilation
Nanotechnology
Labs:7
Prerequisites: 2 points in Catalyzed Atomic Sorting
1:1600,300,475
2:1700,325,500
Metal and crystal extraction is once again improved by 5%.
Worth: 2
Off-World Exports
Nanotechnology
Labs:4
1:1000,150,250
Unlocks the Trade Port logistics structure.
Worth: 1
Valuable Goods
Nanotechnology
Labs:5
Prerequisites: 1 point in Off-World Exports
1:1200,200,325
2:1300,225,350
The value (and hence your profits) of trade goods is increased by 8%.
Worth: 2
Priceless Goods
Nanotechnology
Labs:7
Prerequisites: 2 points in Valuable Goods
1:1600,300,475
2:1700,325,500
The value of trade goods is further increased by 8%.
Worth: 2
Power Draining Nanites
Nanotechnology
Labs:5
1:1200,200,325
Unlocks the Nano Weapon Jammer tactical structure.
Worth: 3
Enhanced Nanites
Nanotechnology
Labs:6
Prerequisites: 1 point in Power Draining Nanites
1:1400,250,400
2:1500,275,425
Increases the number of ships that can be affected by the Nano Weapon Jammer at
once.
Worth: 2.5
Molecular Assembly
Nanotechnology
Labs:6
1:1400,250,400
2:1500,275,425
Structure build time is decreased by 5%.
Worth: 2.5
Optimized Construction
Nanotechnology
Labs:7
1:1600,300,475
2:1700,325,500
The build cost of all ships and structures is decreased by 4%.
Phase Space Monitoring
Phase Mastery
Labs:1
1:400,0,25
You get early warning of in-jumping enemies up to 1 planet away.
Worth: 1
Extended Range Sensors
Phase Mastery
Labs:4
Prerequisites: 1 point in Phase Space Monitoring
1:1000,150,250
You get early warning of in-jumping enemies up to 2 planets away.
Worth: 1
Highly Attuned Sensors
Phase Mastery
Labs:8
Prerequisites: 1 point in Extended Range Sensors
1:1800,350,550
All phase jumping enemies are detected.
Worth: 1
Long Range Jumps
Phase Mastery
Labs:2
1:600,50,100
Your ships can jump between stars.
Worth: 1 (when applicable)
Phasic Barrier
Phase Mastery
Labs:3
1:800,100,175
Unlocks the Phasic Barrier ability for logistics structures, which allows them
to engage a defensive shield at the expense of halted production.
Worth: 1.5
Phasic Cloaking
Phase Mastery
Labs:4
1:1000,150,250
2:1100,175,275
Unlocks the Phasic Cloaking ability for Jikara Navagators, which allows them to
become invulnerable at the cost of 3 antimatter/s and total loss of mobility
and offensive capability.
Worth: 3
Worm Hole Stabilization
Phase Mastery
Labs:4
1:1000,150,250
Your ships can jump through wormholes.
Worth: 1 (when applicable)
Gravity Tolerance
Phase Mastery
Labs:5
1:1200,200,325
2:1300,225,350
Your ships gain a 5% increase in gravity tolerance (the distance away from a
planet at which your ships can phase jump).
Worth: 2.5
Phase Tunneling
Phase Mastery
Labs:5
1:1200,200,325
Unlocks the Phase Stabilizer tactical structure.
Worth: 1
Enhanced Tunneling
Phase Mastery
Labs:7
Prerequisites: 1 point in Phase Tunneling
1:1600,300,475
2:1700,325,500
Speed in a Phase Stabilizer lane is increased by 20%.
Worth: 3
Returning Armada
Phase Mastery
Labs:8
Prerequisites: 2 points in Enhanced Tunneling
1:1800,350,550
2:1900,375,575
Unlocks the Returning Armada ability for the Phase Stabilizer, which generates
a 5 each of Skarovas Enforcers, Ravastra Skirmishers, Kanrak Assailants,
Lasurak Transporters, Junsurak Sentinels, and Jarun Migrators every 300 seconds
at every planet with a Phase Stabilizer at a cost of 250 antimatter. Be
extremely careful with autocasting this ability, since your fleet supply can
bottom out in no time if you aren't paying attention.
Worth: 1
Phasic Transmissions
Phase Mastery
Labs:6
1:1400,250,400
2:1500,275,425
Increases total fleet supply by 8%.
Worth: 1
Expert Bounty Hunting
Oppression
Labs:1
1:400,0,25
2:500,0,50
The bounty you collect by attacking an empire is increased by 13%.
Worth: 2.5
Full Terran Lockdown
Oppression
Labs:1
1:400,0,25
2:500,0,50
Maximum population on Terran planets is increased by 8%.
Worth: 2
Fortification Specialists
Oppression
Labs:1
1:400,0,25
2:500,0,50
Build time for emergency facilities is decreased by 40%, and they cost 25%
less.
Worth: 3.5
Raider Xenophobia
Oppression
Labs:2
1:600,50,100
2:700,75,125
The strength of pirate attacks against your empire is decreased by 10%.
Worth: 1
Volcanic Occupation
Oppression
Labs:2
1:600,50,100
Volcanic planets are colonizable.
Worth: 1
Extreme Heat Metabolism
Oppression
Labs:4
Prerequisites: 1 point in Volcanic Occupation
1:1000,150,250
2:1100,175,275
The population cap on Volcanic planets is increased by 8%.
Worth: 2
Sulfurous Respiration
Oppression
Labs:5
Prerequisites: 2 points in Extreme Heat Metabolism
1:1200,200,325
2:1300,225,350
The maximum population on Volcanic planets is further increased by 8%.
Worth: 2.5
Arctic Occupation
Oppression
Labs:2
1:600,50,100
Ice planets are colonizable.
Worth: 1
Subzero Biology
Oppression
Labs:3
Prerequisites: 1 point in Arctic Occupation
1:800,100,175
2:900,125,200
The maximum population on Ice planets is increased by 8%.
Worth: 2.5
Compelling Propaganda
Oppression
Labs:3
1:800,100,175
Unlocks the Media Hub logistics structure.
Worth: 1
Regimented Thought
Oppression
Labs:4
Prerequisites: 1 point in Compelling Propaganda
1:1000,150,250
2:1100,175,275
The spread of your culture is increased by 5%, and the damage bonus to your
ships in friendly culture is increased by 4%.
Worth: 2
Shock and Awe
Oppression
Labs:5
Prerequisites: 2 points in Regimented Thought
1:1200,200,325
2:1300,225,350
The spread of enemy culture is decreased by 20% in gravity wells harboring one
of your capital ships.
Worth: 1.5
Cunning Sympathizers
Oppression
Labs:6
Prerequisites: 2 points in Regimented Thought
1:1400,250,400
2:1500,275,425
Culture spread rate is increased by a further 5%, and the friendly culture
damage bonus is increased by an additional 3%.
Worth: 2.5
--------------------------
e. Fleet Logistics [004f]
--------------------------
Fleet Logistics is the branch of research geared toward improving the maximum
size of your fleet and number of capital ships. Though the three races have
different names for each research, their functions and prices are identical, so
I will list them by what they upgrade, with the TEC name first, Advent second,
and Vasari last. I will not list a Worth rating, since it is really dependent
on how much space you need for the current battle. I will also not list
prerequisites because each item in a section requires one point of the previous
research.
A note on upkeep: If you research one of the items in the fleet category, you
will have a percentage taken out of your resource income rate. Also, upkeep is
charged whether or not you use the supply that you purchased.
_______________________
Capital Ships [004fcs]
_______________________
Basic Officer Training/Warrior Ancestry/Directed Reproduction
Labs:1
1:1200,0,75
The number of capital ship crews is upped to 2.
Formalized Training/Omens of Leadership/Augmented Genome
Labs:2
1:1400,115,225
You can now support 3 capital ships.
Basic Military Academy/Ritualized Instruction/Engineered Intelligence
Labs:3
1:1600,200,350
4 capital ships are now supportable.
Recruiting Propaganda/Prophetic Authority/Accelerated Maturity
Labs:4
1:2600,400,650
The total number of capital ships you can support is increased to 6.
Advanced War College/Rites of Vengeance/Cognitive Programming
Labs:5
1:3000,500,825
Your empire can now sustain 8 capital ships.
Crisis Training Funds/Heirarch's Chosen Ones/Rapid Analysis Training
Labs:6
1:3400,625,975
You now have 10 capital ship crews at your disposal.
High Command Academy/Higher Calling/Cerebral Data Mapping
Labs:7
1:4800,900,1425
You can now build up to 13 capital ships.
Military Conscription/Ascension Rites/Wide-Scale Cloning
Labs:8
1:5400,1050,1650
You have reached the maximum number of sustainable capital ships, at 16.
______________
Fleet [004ff]
______________
Basic Provisioning/Subliminal Manipulation/Captive Suppliers
Labs:1
1:400,0,25
You now have 250 supply points at your disposal, at a 9% upkeep cost.
Standardized Depots/Telepathic Signaling/Deployment Monitoring
Labs:2
1:600,50,100
Your amount of fleet supply is increased from 250 to 400, at a 19% upkeep cost.
Just In Time Supplies/Compelled Contribution/Annexed Supply Chains
Labs:3
1:800,100,175
You can now build 550 supply points worth of ships, at a 28% upkeep cost.
Remote Resupply Protocol/Fleet Communion/Battlegroup Coordination
Labs:4
1:1000,150,250
You now have 820 supply points for shipbuilding, at a 38% upkeep cost.
Provisioning Doctrine/Mass Congregation/Seized Infrastructure
Labs:5
1:1200,200,325
The fleet supply of your empire is increased to 1090, at a 47% upkeep cost.
Fuel Efficient Deployment/Unity's Directive/FTL Transmissions
Labs:6
1:1400,250,325
Your empire now has 1360 supply points at its disposal, at a 56% upkeep cost.
Advanced Supply Control/Collective Sacrifice/Oppressive Taxation
Labs:7
1:1600,300,475
Your fleet supply is improved to 1680, at a 66% upkeep cost.
Interstellar Supply Lines/One Mind, One Voice/Fleetwide Communication
Labs:8
1:1800,350,550
Your fleet supply has reached its maximum at 2000, at a 75% upkeep cost.
=======================
V. Discoverables [005]
=======================
Discoverables are the various beneficial items that may be found by exploring
the planets under your control. They come in two types: bonuses, which affect
only one planet and may appear on multiple planets, and artifacts, which affect
your entire empire and are unique. Because they are so powerful, the locations
of discovered artifacts are marked for all factions to see.
-----------------
Artifacts [005a]
-----------------
Artifacts are listed in the order that they appear on the artifacts page.
Resilient Metaloids (3)
All ships in your empire get a 15% bonus to hull repair rate.
Power Core Relic (6)
All antimatter-bearing ships and structures regenerate the precious substance
10% faster.
Data Archive (8)
Your empire gets a 25% discount on all research.
Jump Field Generator (9)
All antimatter-bearing ships lose 30% less antimatter when they phase jump.
---------------
Bonuses [005b]
---------------
Bonuses are listed in alphabetical order.
Expert Crystal Miners
Crystal extraction rate is increased by 50%.
Expert Metal Miners
Metal extraction rate is increased by 50%.
High Security Protocols
This planet gets 5 additional tactical slots, at a cost of 20% of the planet's
trade income.
Kalanite Deposits
Trade income is increased by 20%.
Massive Pure Glaciers
Trade income is boosted by 30%.
Natural Thermal Lift
The planet's structure construction rate is increased by 25%.
Porous Core
The size of the planet's gravity well is decreased by 33%.
Roiders Outpost
Metal extraction is improved by 20%, and the planet gets 1 additional
construction frigate.
Space Ponies!
Fulfills the Space Ponies! Achievement.
Weapons Test Facility
The planet can support 20 less people, but gains 8 tactical structure slots.
=======================
VI. Achievements [006]
=======================
To enhance the replay value of the game (not that it needs it), there are a
number of achievements that you can earn by fulfilling requirements. Note that
achievements requiring a certain number of objects built/owned/etc. refer to a
single game, not a career score.
Ensign-win as TEC
Acolyte-win as Advent
Initiate-win as Vasari
Master of any Domain-win as a random player
Plug Puller-beat 1 hard opponent
Toaster Roaster-beat 2 hard opponents
Comp Stomper-beat 3 hard opponents
Actually HAL, I can do that-beat 4 hard opponents
Fear of Icebergs-win without building a capital ship
No Exhaust Port Found-win without building any strike craft
Best Defense is a Good Offense-win without building any Tactical structures
Go Big or Go Home-win without building frigates or cruisers
TEC Military Researcher-research the entire military tech tree without any
civilian research
Advent Hostility Researcher-see above
Vasari Weapons Researcher-see above
TEC Civilian Researcher-research the entire civilian tech tree without any
military research
Advent Harmony Researcher-see above
Vasari Empire Researcher-see above
Archaeologist-find and own all nine artifacts at once
TEC Fleet Diversification-build all of the TEC Capital Ships at once
Advent Fleet Diversification-see above
Vasari Fleet Diversification-see above
Capital Ship Captain-train a capital ship to max experience
Squadron Leader-build 100 squadrons
Capital Ship Armada-build the max number of capital ships
Ship Swarm-build the max number of fleet ships
Outstanding Resume-Complete 30 games
Star Explorer-travel to another star
Escape from Max-jump through a wormhole
Money Lender-give 25000 credits to other players
Metal Lender-give 20000 metal to other players
Crystal Lender-see above
Road to Peace-form a ceasefire agreement
Pacifist-form a peace treaty
Mutual Trader-form a trade alliance
Planet Visionary-form a planet vision treaty
Ship Visionary-see above
Family Planning-support 6000 people
Tax Collector-collect 200000 credits in taxes
Export Maven-collect 20000 credits in trade
Metal Miner-mine 35000 metal
Crystal Miner-see above
Refining Magnate-collect 20000 crystal or metal from refining
Pop Idol-spread your culture to 75% of the galaxy
Expert Bombardier-incur 15750 damage to planets
Frigate Killer-destroy 1000 frigates
Wrecking Crew-destroy 200 structures
Pilot's Bane-destroy 2500 fighters
Pirate Exterminator-destroy 1000 pirate craft
Anti-Globalization-destroy 1000 trade ships
Dead Canaries-destroy 50 refinery ships
Union Buster-destroy 50 construction ships
Pirate Baron-colonize a pirate base
Space Ponies!-Find the Space Ponies planet bonus (thanks to Nospamas for this
one)
Colonizer-own 30 planets
Metal Speculator-buy 10000 metal from the black market
Crystal Speculator-see above
Metal Merchant-sell 10000 metal on the black market
Crystal Merchant-see above
Resource Opportunist-sell 15000 metal or crystal to others on the black market
He's no good to me dead-spend 66000 credits on bounties
World Builder-create and preview a custom map
=======================
VII. Legal Stuff [007]
=======================
Just so you know...
This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Authorized Websites:
GameFAQs.com (and thereby all CNET affiliates)
Neoseeker.com
Gamesradar.com
Cheatsradar.com
Ign.com
This is it. I will not be giving permission for any more websites to host this
guide.
=========================
VIII. Contact Info [008]
=========================
If you have a question, correction, or addition, please contact me at
coderedd@mac.com. Please, no flaming or non-constructive criticism. Please also
make sure it's readable. I'd just as soon not have to translate a message
written in IM shorthand or leetspeak.